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The '''Source 2013''' engine branch (also called '''SteamPipe''' branch) is the final iteration of the [[Source]] engine introduced by Valve in 2013 to replace the archaic [[GCF]] file format with the [[VPK]] format introduced in [[Left 4 Dead]]. Major shifts in content mounting occurred and also brought [[Half-Life: Source]] from the [[Source 2006]] engine branch to this version. The "custom" folder was also added to make mounting easier and was added as a mounting path for each individual Source game.
{{LanguageBar}}


While SteamPipe was praised for simplifying how the Source engine mounts content, and including previously-unreleased TF2 code, it also broke countless numbers of mods and worsened problems already present in the [[Source 2009]] branch. It also does not have many of the features that the engine branches of [[Portal 2]] and [[Counter-Strike: Global Offensive]] had.
<span style="color:white; font-weight: bold;"> {{For|about=the Source 2013 engine branch|info about Source SDK Base 2013, and how to setting up & compiling SDK|[[Source SDK Base 2013]]|}} </span>
=== Source 2013 Singleplayer ===
{{Infobox engine
Formerly ''Source 2009''
| title = Source 2013 engine branch
| developer = [[Valve Corporation]]
| releasedates = March 15, 2013 ({{src13mp|1}}){{Cite|1}}{{Cite|2}}</br>May 2, 2013 ({{src13sp|1}}){{Cite|1}}{{Cite|3}}
| platform = {{Win|1}}</br>{{mac|1}}</br>{{linux|1}}</br>{{switch|1}}
| sdk = {{srcsdk|1}} ({{code|bin}} folder)</br>{{srcsdk13sp|1|nt=short}}</br>{{srcsdk13mp|1|nt=short}} (Legacy, prior to 2025)
| previousengine = {{src07|2}}</br>{{src09|2}}</br>{{srcmp|2}}</br><small>(all known as Orange Box branch)</small>
| nextengine = {{tf2branch|2}} <small>(replaces {{src13mp}})</small>
}}


* [[Half-Life 2]]
The {{src13|4}} engine branch (also called '''SteamPipe''' branch) is the final iteration of the {{orangebox|1|nt=0}}. It was introduced by Valve in 2013 to replace the archaic [[GCF]] file format with the [[VPK]] format introduced in the {{l4dbranch|3.1}}. Major shifts in content mounting occurred, and all Valve games using the {{src09|1}} and {{srcmp|1}} engine branches were upgraded to this branch. {{hls|2}}, {{hldms|2}}, and {{hl2lc|2}} was also upgraded to this engine branch from the {{src04|1}} ({{hls}} and {{hl2lc}}) and {{src06|1}} ({{hldms}}) engine branch. The {{path|custom}} folder was added to make modding easier and was added as a mounting path for each individual Source game.
* [[Half-Life 2: Episode One]]
* [[Half-Life 2: Episode Two]]
* [[Portal]]


[[Category:Engine branches]]
While [[SteamPipe]] was praised for simplifying how the Source engine mounts content and including previously-unreleased {{tf2|1}} code, it also broke countless numbers of mods and worsened problems already present in the {{src09|name}} branch, requires more space due to some Source 2013 games (except {{hl2ep1}}, {{hl2ep2}}, {{hls}}, etc...) containing duplicated {{hl2|1}} base content, plus introducing more [[Half-Life: Source Bugs|bugs]] to {{hls|1}}. It also does not have most of the features that the engine branches from the {{l4dbranch|3.1}} onwards had. However, the engine branch has been polished over time, with various bugs from previous Orange Box branch have been fixed (such as [[Dropship]] container gun being non-functional in {{hl2|1}}, NPCs eyes not blinking, etc...) and is now the main branch in use by modern non-licensed engine mods.


Gamecode for the 2013 singleplayer branch is included in Valve's [https://github.com/ValveSoftware/source-sdk-2013 Source SDK 2013 repository].
Additionally, since the release of Half-Life 2 20th Anniversary Update, some features introduced from {{l4dbranch|1}} and later branches are backported to {{src13|1}}, like [[radial fog]] (used in {{src13sp}} and {{tf2branch}}).


=== Source 2013 Multiplayer ===
== Sub-branches ==
Formerly ''Source MP''
{{src13|bold}} is split into three sub-branches. The first two are titled {{src13sp|3.1}} and {{src13mp|3.1}}, which succeeded both {{src09|2}} and {{srcmp|2}} branches, respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has some [[#Features|features]] which are not available in the Singleplayer branch.


* [[Team Fortress 2]]
Engine updates since 2022 to the version of {{src13mp|2}} used by {{tf2|2}} have resulted in the creation of a new semi-incompatible sub-branch, being the {{tf2branch|2}}, which has its own page. All remaining first-party Source 2013 MP games ({{css}}, {{dods}}, {{hl2dm}}, {{hldms}}) and {{src13mp|3.1|nt=sdkshort}} have been also upgraded to this new branch in February 18, 2025, completely succeeding {{src13mp|1}} branch (also referred as {{src13mp|1|nt=2}}).
* [[Half-Life 2: Deathmatch]]
* [[Counter-Strike: Source]]
* [[Day of Defeat: Source]]


{{src13sp|1}} on the other hand, despite also have new features (introduced with {{hl2|1}} Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mods that are built with older SDK 2013 SP code running on top of game built on newer SDK 2013 SP code will not have all features (Steam Input, Radial fog, Classic Particles, HUD Aspect Ratio, etc.) or function correctly. Currently, Valve has yet to release the updated source code for Source SDK Base 2013 SP, but as of May 20, 2025, all Valve titles (except {{srcsdk13sp|1}}) on the SP branch now runs on updated version of it with features from {{hl2|1}} 20th Anniversary Update.


Gamecode for the 2013 multiplayer branch is included in Valve's [https://github.com/ValveSoftware/source-sdk-2013 Source SDK 2013 repository].
As of 2025, all games on this branch are actively being maintained with bug fixes by Valve and third-party developers. However, for Valve games, only {{src13sp|3.1}} are being maintained, as {{src13mp|name}} games have been succeeded by {{tf2branch|name}}.


[[Category:Engine branches]]
{{tip|Despite the names, '''both {{src13sp}} and {{src13mp}} can be used for singleplayer'''.<br>The Multiplayer branch provides additional features ([[$lightmap|static prop lightmaps]], [[BSPZIP|BSP compression]], more [[ambient cube]]s per [[visleaf]], and slightly newer code), which may be desirable over the Singleplayer branch if not using a base mod such as {{mapbase|3.1}} and not making a single-player mod that does not modify game code.<br>
The {{tf2branch|2|nt=0}} makes some changes which break singleplayer mode, such as dysfunctional save loading[https://github.com/ValveSoftware/source-sdk-2013/issues/629] and attempting to load any map with {{cmd|maxplayers}} (singleplayer) and {{cmd|cl_localnetworkbackdoor}} both set to {{code|1}} ({{css}} or {{hl2}} "hl2" only, does not apply to "sourcetest"), and in 64-bit will also crash the game[https://github.com/ValveSoftware/source-sdk-2013/issues/610]. Some of these bug are unaffected when the game is launched in 32-bit.}}
 
== Features ==
<div style="float:right">[[File:HL2_GamepadUI_menu.png|340px|thumb|Screenshot of the Gamepad UI from {{hl2|4}}, introduced in 2022.]]
</div>
 
New since the {{Src09|2}} and {{Srcmp|2}} engine branches are:
; [[VPK]] files and {{path|custom}} folder
: First introduced on {{l4dbranch|1}} and onwards, it was later available on {{src13|1}}, which replaced the old [[GCF]] format. Source 2013 also adds support for reading any files from "custom" folder, which makes installing mods easier without overwriting original game files. In some Source 2013 games, such as {{bms|2}}, users may need to create the {{path|custom}} manually. Source 2013 uses VPK version 2.
; {{Linux|2}}, {{android|2}}, other OS and cross-platform support
: The engine can now run on Linux, Android (for {{nvidia|1}} Shield), {{switch|1}} and other operating systems/platforms. However, support for these OS outside of official games may be spotty. While {{srcmp|1}}, since February 2013 was the first branch to run on Linux, Source 2013 supports Linux (and other operating systems) out of the box.
; [[$lightmap|Static prop lightmaps]] {{src13mp|since}}{{gmod|also}}
: Static props without [[bump map]]s can now use [[lightmap]]s (albeit with [[$lightmap#Limitations and caveats|limitations]]).
; [[$color#Additional Model Parameters|Per-texel color tint masking for models]]
: <code>$blendtintbybasealpha</code> is ported from the {{l4dbranch|2}}. {{src13|1}} includes an exclusive additional parameter, <code>$blendtintcoloroverbase</code>.
; [[BSPZIP#Compression|BSP compression]] {{src13mp|since}}{{gmod|also}}
{{Note|{{gmod|2}} only supports ''loading'' compressed maps, it's BSPZIP does not support the creation of them. See the relevant github feature request [https://github.com/Facepunch/garrysmod-requests/issues/2372 here.]}}
{{workaround|Use the {{tf2branch}} version instead.}}
: [[.bsp (Source)|BSP]] maps and packed files can be losslessly compressed on both server and client.
; [[Direct3D]] 9Ex / Windows Aero DirectX Extensions {{also|{{srcmp}}{{csgo}}}}
: Improve performance depending on GPU hardware and drivers. Additionally, running those games on Windows 10/11 will automatically enable fullscreen optimization, which will allow quicker {{Key|Alt}} + {{Key|Tab}}. First introduced in {{srcmp|1}},{{Cite|4}} later available in Singleplayer titles when {{src13sp|1}} was released.
: {{Bug|tested={{hl2}}|Cannot be disabled even with {{code|mat_disable_d3d9ex 0}} (or Windows Aero DirectX Extensions set to "Disabled" in Advanced Video Options). Applications such as Special K still reports the game using D3D9Ex (but not through FlipEx).</br>To actually disable D3D9Ex, you will need to use {{code|-nod3d9ex}}. Additionally, the option to disable D3D9Ex via Advanced Video Options was removed in Garry's Mod (since July 2025 update), aswell as all games on {{tf2branch|1}} due to it being non-functional.}}
; Raw mouse input
: Directly taking unchanged data from mouse drivers before it goes through operating system enhancements, meaning that mouse input will be exactly 1 to 1.
 
=====Steam Deck update=====
; [[Gamepad UI in mods|Gamepad UI]] {{only|{{hl2}} {{portal}} {{ez2}}}}
: Introduced in 2022, Gamepad UI is a modern controller-oriented UI designed for consoles and handhelds like {{steamdeck|1}}. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI at the time (which, the higher the resolution, the text and UI will become smaller). VGUI (except on consoles {{360}}/{{ps3}}), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using {{code|-gamepadui}} command line argument, or running the game when Steam Big Picture mode is active.<br>Before {{hl2|1}} 20th Anniversary Update and Portal May 2025 update, enabling Gamepad UI will also enable Vulkan renderer, but you can use {{code|-dx9}} alongside the {{code|-gamepadui}} command to force Direct3D 9.
; [[Vulkan]] renderer {{only|{{Windows}} {{Linux}}}}{{only|{{hl2}} {{portal}}}}{{also|{{l4d2}} {{p2branch}} {{csgobranch}} {{strata}} {{tf2branch}} {{xe}}}}
: A low-overhead, cross-platform graphics API, successor to [[OpenGL]].
: First introduced in 2022 with the release of Steam Deck update for {{hl2|1}} and {{portal|1}}. {{portalrtx|1}} and {{hl2rtx|1}} also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing {{code|-vulkan}} into the game's launch options.
 
=====HL2 20th Anniversary Update & 2025 engine update =====
{{Note|These features are also available in {{hls|2}} (or mods running on {{hl2|1}} base instead of SDK 2013) after {{hl2|1}}'s 20th Anniversary update. It is also available in {{portal|2}} since [https://store.steampowered.com/news/app/400/view/645814564414293180 May 20] and [https://store.steampowered.com/news/app/400/view/520840214227191016 May 24, 2025 update].
}}
; [[VGUI]] High DPI support {{also|{{tf2branch}}}}
: VGUI are now properly scalable on higher resolutions such as 4K (3840x2160).
; {{w|Bicubic}} lightmap filtering {{also|{{tf2branch}}}}
: Introduced in 2024, bicubic filtering is used on [[lightmap]]s when {{cmd|r_lightmap_bicubic}} is enabled, smoothing out aliasing caused by the lower resolution of lightmaps. It can be also enabled by setting the Shader detail to "Very High".
; [[env_fog_controller|Radial fog]] {{also|{{tf2branch}}, {{mapbase}}, all games since {{l4dbranch}}}}
: Unlike planar-based fog, radial fog does not strengthen or weaken the apparent amount of fog in a particular spot when you rotate the camera.
: You can either use radial fog or planar-based fog by changing {{ent|env_fog_controller}} "Use Radial Fog {{mono|(fogRadial)}}" KeyValues.
: {{Note|{{hls|1}} and {{portal|1}} did not use radial fog by default, and {{hl2|1}} only uses it for certain maps, but you can force it on using the {{ent|r_radialfog_force}} (set to {{code|1}}) console command.}}
; Continue music playback after loading levels
: Introduced in HL2's November 26, 2024 Update, music will continue to play after the next level is loaded, instead of stopping completely like in previous versions. Can be toggled using {{code|save_transition_music}} [[console command]].
 
====={{tf2branch|name}}=====
{{tf2branch|1}} has its own page.
 
== Removed features ==
; [[Patching levels with lump files]] {{only|{{src13mp}} {{tf2branch}}}}
: Patching levels using lump files (to change the map [[entities]] without recompiling the map) is no longer possible in MP branch, and possibly {{tf2branch|1}}{{confirm}}.
; Built-in VR headset support ([[SteamVR]], Oculus VR, etc...) {{only|{{hl2}}}}
: The option to enable VR headset support in Video Options, originally introduced with the release of Source 2013, was removed in later updates of {{hl2|1}} (since 2022 Steam Deck update). Instead, player can install mods such as [https://store.steampowered.com/app/658920/HalfLife_2_VR_Mod/ Half-Life 2 VR Mod] to play in VR.
 
== Known issues / Report bugs ==
To report bugs or find existing issues on this engine branch, see [https://github.com/ValveSoftware/Source-1-Games/issues Source games GitHub] and [https://github.com/ValveSoftware/source-sdk-2013/issues/ Source SDK 2013 GitHub] issues page in order to prevent duplicate or outdated bug reports at the wiki.
 
== Availability ==
{{see also|[[:Category:Source 2013 engine branch games]]}}
=== Source code ===
Source code (game, tools) for Source 2013 Singleplayer, Multiplayer and TF2 branch is available on GitHub:
*Source 2013 Singleplayer: [https://github.com/ValveSoftware/source-sdk-2013/tree/singleplayer Source SDK 2013 GitHub repo].</br>
*Source 2013 Multiplayer (legacy version): [https://github.com/ValveSoftware/source-sdk-2013/tree/0d8dceea4310fde5706b3ce1c70609d72a38efdf Source SDK 2013 GitHub repo].
** Legacy version of SDK 2013 MP code is provided to create & update tools or mods for third-party games built on older SDK 2013 MP code only.
*TF2 branch (newer Source 2013 MP): [https://github.com/ValveSoftware/source-sdk-2013/tree/master Source SDK 2013 GitHub repo].
 
Full source code (such as [[Hammer]] and the rest of Source engine), are not publicly available, but it was leaked publicly in 2020.
{{Important|Source code for Source SDK 2013 MP has been updated on GitHub, now based on {{Tf2branch|1|nt=0}}. However the Source 2013 SP SDK provided on Steam (binaries) and GitHub (code), which are last updated in September 2015, currently '''does not''' include new changes from {{hl2|1}} 20th anniversary yet.
}}
 
== Usage ==
=== <span style="color:{{Src13sp|col}}">{{Src13sp|name}}</span> ===
==== Valve ====
* {{Code|2004}} {{hls|2}} (formerly {{src04}})
* {{Code|2004}} {{hl2|2}} (formerly {{src09}}, {{src04}})<!--note: HL2 (and possibly Lost Coast) DID NOT USE SOURCE 2006, confirmed via retail Orange Box (ran on build 2707) -->
* {{Code|2005}} {{hl2lc|2}} (formerly {{src04}})
* {{Code|2006}} {{hl2ep1|2}} (formerly {{src09}}, {{src06}})
* {{Code|2007}} {{hl2ep2|2}} (formerly {{src09}}, {{src07}})
* {{Code|2007}} {{portal|2}} (formerly {{src09}}, {{src07}})
** {{Code|2022}} {{portalrtx|2}}
** {{code|2022}} {{pcc|2}} ({{portal|1}} on {{switch|1}})
* {{Code|2013}} {{srcsdk13sp|4.1}} (AppID: 243730 - {{Steam|launch/243730|Click to Install}})
{{Note|All Valve games except {{srcsdk13sp|1}} now runs on updated version of {{src13sp|1}} which have features from {{hl2|1}} 20th Anniversary Update.}}
==== Third-Party ====
* {{Code|2010}} {{nh2|2}} (formerly {{src07}})
* {{Code|2015}} {{hl2u|2}} (earlier version)
* {{Code|2022}} {{divchr|2}}
* [[:Category:Source 2013 SP engine branch games|More...]]
==== With {{mapbase|2}} ====
* {{code|2017}} {{ez|2}}
** Originally released before Mapbase. It was later based on Mapbase after updates.
* {{code|2018}} [[Map Labs]]
* {{code|2022}} {{ez2|2}}
* {{Code|TBA}} {{hl2rtx|2}} (Demo released on March 18, 2025.)
 
=== <span style="color:{{Src13mp|col}}">{{Src13mp|name}}</span> ===
All first-party games and Source SDK Base 2013 MP have been upgraded to the {{tf2branch|1}}.
 
If you want to use legacy version of {{srcsdk13mp|3.1}}, to play older mods (or use tools) built prior to {{tf2branch|1}}, follow the instructions:
:1. Open Steam, go to '''Source SDK 2013 Multiplayer''', right click Properties
:2. A window will open. Go to "Betas", select {{Code|previous2021}} beta branch.
:3. Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools.
 
==== Third-party ====
* {{Code|2007}} {{ff|2}} (in development, will replace {{src06}})
* {{code|2007}} {{Synergy|2}} (formerly {{src04}}, {{src06}}, {{src07}})
* {{Code|2007}} {{zps|2}} (formerly {{src07}})
* {{Code|2008}} {{Empires|2}} (formerly {{src07}})
* {{Code|2009}} {{obsc|2}} (in development, will replace {{src07}})
* {{Code|2010}} {{pvkii|2}}
* {{Code|2011}} {{nmrih|2}} (formerly {{src09}}/{{srcmp}}{{confirm}})
* {{Code|2013}} {{cso2|2}}
** Modified with features such as [[CSM]] and LZMA-compressed [[VTF|VTF(s)]].
* {{Code|2014}} {{fof|2}}
* {{Code|2016}} {{bb2|2}}
* {{Code|2018}} {{hdtf|2}} (formerly {{src13sp}})
* [[:Category:Source 2013 MP engine branch games|More...]]
 
==== With {{mapbase|2}} ====
{{Note|Mapbase MP is currently not yet supported nor available on ModDB/GitHub Releases (code for MP is available however), but TF2 Classic, an Source 2013 MP game, uses Mapbase code (likely both SP and MP version).}}
* {{code|2014}} {{tf2c|2}} (added since patch 2.2.0)
 
=== Third-party Source 2013 branches ===
The following games use neither {{src13sp}} nor {{src13mp}}, but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as [[BSPZIP#Compression|LZMA-compressed BSPs]] or [[$lightmap|lightmapped MDLs]].
 
* {{Code|2006}} {{gmod|2}} (formerly {{src06}}, {{src07}}, {{srcmp}})
** Garry's Mod ran on modified version of Source 2013 which adds support for certain features from {{asw|1}}, {{p2branch|1}} and onwards, such as VTF 7.5 support, and was able to load content from {{l4dbranch|1}}-based games and later.
** Also, with March 2025 update, uses some code from {{tf2branch|2}} for fixing some exploits.
* {{Code|2010}} {{pvkii|2}}
** Runs on a modified version of {{src13mp|1|nt=1}}, which includes [[FMOD]] audio, [[Maphack Fundamentals|Maphack]], increased brush and edict limits, [[w:Specular Highlight#Beckmann Distribution | Beckmann]] specular highlighting, 64-bit support, as well as removing DirectX 8 and 8.1 support.
* {{Code|2015}} {{bms|2}} (has its own branch known as {{xe|2}}, had features such as [[CSM]], [[deferred lighting]] and more; formerly {{src07}})
 
== System Requirements ==
These system requirements applies to [[Source SDK 2013]] (and some Source 2013 game) only. Some other games may have their own system requirements.
{{Sysreq
| OSfamily = Windows
 
| minOS = [[WP:Windows XP|XP]] or later (SP - pre-Steam Deck update, MP - all versions)<br>{{win7|1|nt=vista|linkto=vista}}, {{Win7|1|nt=7|linkto=4}} or later (SP - post-Steam Deck update)
| minCPU = 1.7 GHz and/or Dual-core
| minRAM = 1 GB (XP)<br>2 GB (Vista and later)
| minHD = 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed)
| minGPU = NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB [[WP:Video random-access memory|VRAM]])
  <br> [[WP:Direct3D|Direct3D]] 9.0 compatible [[WP:Video card|video card]] (with atleast DirectX 8.0 compatibility level or higher)
}}
{{Note|To play on XP and Vista, run the game without Steam by directly launching the {{code|hl2.exe}} executable. The latest version of Steam requires Windows 10, but the last version of Steam for Windows 7/8/8.1 still support running many Source 2013 games.
Some games may requires {{code|-game <gamename>}} [[Launch options|command line]].}}
 
{{Sysreq
| OSfamily = Mac
 
| minOS = [[WP:OS X|OS X]] 10.5.8, 10.6.3 (up to 10.14.6)
| minCPU = 2.0 GHz and/or Dual-core
| minRAM = 1 GB
| minHD = 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed)
| minGPU = NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
  <br> OpenGL 2.1 compatible
| minaudio = OpenAL compatible
}}
 
{{Note|By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by [https://www.applegamingwiki.com/wiki/Half-Life_2#Native following this guide]<!-- not sure if this is legal for it to be mention here as the guide rely on using the modified leaked source engine source code, through user can build HL2 for Apple Silicon using official (non-leaked) code. -->.
 
Alternatively, with Steam Proton or Wine, you can play the the Windows version of the game on Mac.
}}
 
{{Sysreq
| OSfamily = Linux
 
| minOS = Ubuntu 12.04, SteamOS 1.0 or later<br>Other Linux distros supported.
| minCPU = 2.0 GHz and/or Dual-core
| minRAM = 1 GB
| minHD = 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed)
| minGPU = NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
  <br> OpenGL 2.1 compatible
| minother =
}}
 
{{Note|The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.}}
 
== See also ==
* [[Source SDK 2013]]
* [[Source SDK 2013 community repos]]
 
{{Branch-navbox}}
[[Category:First-party engine branches]]
{{references|1=
{{ref2|cite id=1|[https://docs.google.com/spreadsheets/d/1ldzhd6vxd-03le5ymesUeG-hLWmxLpH79ajayeYDUNs/ Source Engine Build List - Google Spreadsheets]
[[Source/Engine_versions|Updated Source Engine Build List - VDC]]
}}
{{Ref2|cite id=2|{{Steamdb|depot/232331/manifests/|CS:S Windows client - Manifests}}{{Steamdb|depot/232371/manifests/|HL2:DM Windows client - Manifests}}{{Note|The earlist build available on manifests (for {{src13mp|1}} games) are dated March 15, 2013. {{hl2dm|1}} first SteamPipe build was compiled on {{code|Mar 13 2013}} (using {{cmd|version}} console command).}}
}}
{{Ref2|cite id=3|{{Steamdb|depot/222/manifests/|Half-Life 2 Windows client - Manifests}}{{Steamdb|depot/402/manifests/|Portal Windows client - Manifests}}{{Note|The earlist build available on manifests (for {{src13sp|1}} games) are dated May 2, 2013 (Portal), and May 9, 2013 (Half-Life 2). {{hl2|1}} first SteamPipe build was compiled on {{code|May 7 2013}} (using {{cmd|version}} console command).}}
}}
{{ref2|cite id=4|access-date=July 20, 2025|The earliest changelog to mention D3D9Ex (Windows Aero DirectX Extensions) was in Dec 15, 2011. This change applies to all '''Source MP''' games. [http://store.steampowered.com/news/7024/ Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released]. {{Quote|'''Source Engine Changes (TF2, DoD:S, HL2:DM)'''</br>
- Fixed a bug which caused Windows Aero Extensions video option to always be enabled, regardless of setting. Disabling this can improve compatibility with third-party programs and overlays, but may also affect performance.}}
}}
}}

Latest revision as of 23:52, 31 August 2025

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This article is about the Source 2013 engine branch. For info about Source SDK Base 2013, and how to setting up & compiling SDK, see Source SDK Base 2013.
Source 2013 engine branch
Developer(s)
Release date(s)
SDK
Source SDK (bin folder)
SDK Base 2013 - SP
SDK Base 2013 - MP (Legacy, prior to 2025)
Predecessor
Source 2007 Source 2007
Source 2009 Source 2009
Source Multiplayer Source Multiplayer
(all known as Orange Box branch)
Successor

The Source 2013 Source 2013 engine branch (also called SteamPipe branch) is the final iteration of the Orange Box engine branch. It was introduced by Valve in 2013 to replace the archaic GCF file format with the VPK format introduced in the Left 4 Dead engine branch. Major shifts in content mounting occurred, and all Valve games using the Source 2009 and Source Multiplayer engine branches were upgraded to this branch. Half-Life: Source Half-Life: Source, Half-Life Deathmatch: Source Half-Life Deathmatch: Source, and Half-Life 2: Lost Coast Half-Life 2: Lost Coast was also upgraded to this engine branch from the Source 2004 (Half-Life: Source and Half-Life 2: Lost Coast) and Source 2006 (Half-Life Deathmatch: Source) engine branch. The 🖿custom folder was added to make modding easier and was added as a mounting path for each individual Source game.

While SteamPipe was praised for simplifying how the Source engine mounts content and including previously-unreleased Team Fortress 2 code, it also broke countless numbers of mods and worsened problems already present in the Source 2009 branch, requires more space due to some Source 2013 games (except Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life: Source, etc...) containing duplicated Half-Life 2 base content, plus introducing more bugs to Half-Life: Source. It also does not have most of the features that the engine branches from the Left 4 Dead engine branch onwards had. However, the engine branch has been polished over time, with various bugs from previous Orange Box branch have been fixed (such as Dropship container gun being non-functional in Half-Life 2, NPCs eyes not blinking, etc...) and is now the main branch in use by modern non-licensed engine mods.

Additionally, since the release of Half-Life 2 20th Anniversary Update, some features introduced from Left 4 Dead engine branch and later branches are backported to Source 2013, like radial fog (used in Source 2013 Singleplayer and Team Fortress 2 branch).

Sub-branches

Source 2013 is split into three sub-branches. The first two are titled Source 2013 Singleplayer and Source 2013 Multiplayer, which succeeded both Source 2009 Source 2009 and Source Multiplayer Source Multiplayer branches, respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has some features which are not available in the Singleplayer branch.

Engine updates since 2022 to the version of Source 2013 Multiplayer Source 2013 Multiplayer used by Team Fortress 2 Team Fortress 2 have resulted in the creation of a new semi-incompatible sub-branch, being the Team Fortress 2 branch Team Fortress 2 branch, which has its own page. All remaining first-party Source 2013 MP games (Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, Half-Life Deathmatch: Source) and SDK Base 2013 - MP have been also upgraded to this new branch in February 18, 2025, completely succeeding Source 2013 Multiplayer branch (also referred as Source 2013 Multiplayer Legacy).

Source 2013 Singleplayer on the other hand, despite also have new features (introduced with Half-Life 2 Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mods that are built with older SDK 2013 SP code running on top of game built on newer SDK 2013 SP code will not have all features (Steam Input, Radial fog, Classic Particles, HUD Aspect Ratio, etc.) or function correctly. Currently, Valve has yet to release the updated source code for Source SDK Base 2013 SP, but as of May 20, 2025, all Valve titles (except Source SDK Base 2013 - Singleplayer) on the SP branch now runs on updated version of it with features from Half-Life 2 20th Anniversary Update.

As of 2025, all games on this branch are actively being maintained with bug fixes by Valve and third-party developers. However, for Valve games, only Source 2013 Singleplayer are being maintained, as Source 2013 Multiplayer games have been succeeded by Team Fortress 2 branch.

Tip.pngTip:Despite the names, both Source 2013 Singleplayer and Source 2013 Multiplayer can be used for singleplayer.
The Multiplayer branch provides additional features (static prop lightmaps, BSP compression, more ambient cubes per visleaf, and slightly newer code), which may be desirable over the Singleplayer branch if not using a base mod such as Mapbase and not making a single-player mod that does not modify game code.
The Team Fortress 2 branch TF2 branch makes some changes which break singleplayer mode, such as dysfunctional save loading[1] and attempting to load any map with maxplayers (singleplayer) and cl_localnetworkbackdoor both set to 1 (Counter-Strike: Source or Half-Life 2 "hl2" only, does not apply to "sourcetest"), and in 64-bit will also crash the game[2]. Some of these bug are unaffected when the game is launched in 32-bit.

Features

Screenshot of the Gamepad UI from Half-Life 2 Half-Life 2, introduced in 2022.

New since the Source 2009 Source 2009 and Source Multiplayer Source Multiplayer engine branches are:

VPK files and 🖿custom folder
First introduced on Left 4 Dead engine branch and onwards, it was later available on Source 2013, which replaced the old GCF format. Source 2013 also adds support for reading any files from "custom" folder, which makes installing mods easier without overwriting original game files. In some Source 2013 games, such as Black Mesa Black Mesa, users may need to create the 🖿custom manually. Source 2013 uses VPK version 2.
Linux Linux, Android Android, other OS and cross-platform support
The engine can now run on Linux, Android (for Nvidia Shield), Nintendo Switch and other operating systems/platforms. However, support for these OS outside of official games may be spotty. While Source Multiplayer, since February 2013 was the first branch to run on Linux, Source 2013 supports Linux (and other operating systems) out of the box.
Static prop lightmaps (in all games since Source 2013 Multiplayer)(also in Garry's Mod)
Static props without bump maps can now use lightmaps (albeit with limitations).
Per-texel color tint masking for models
$blendtintbybasealpha is ported from the Left 4 Dead engine branch Left 4 Dead engine branch. Source 2013 includes an exclusive additional parameter, $blendtintcoloroverbase.
BSP compression (in all games since Source 2013 Multiplayer)(also in Garry's Mod)
Note.pngNote:Garry's Mod Garry's Mod only supports loading compressed maps, it's BSPZIP does not support the creation of them. See the relevant github feature request here.
PlacementTip.pngWorkaround:Use the Team Fortress 2 branch version instead.
BSP maps and packed files can be losslessly compressed on both server and client.
Direct3D 9Ex / Windows Aero DirectX Extensions (also in Source MultiplayerCounter-Strike: Global Offensive)
Improve performance depending on GPU hardware and drivers. Additionally, running those games on Windows 10/11 will automatically enable fullscreen optimization, which will allow quicker Alt + Tab . First introduced in Source Multiplayer,[4] later available in Singleplayer titles when Source 2013 Singleplayer was released.
Icon-Bug.pngBug:Cannot be disabled even with mat_disable_d3d9ex 0 (or Windows Aero DirectX Extensions set to "Disabled" in Advanced Video Options). Applications such as Special K still reports the game using D3D9Ex (but not through FlipEx).
To actually disable D3D9Ex, you will need to use -nod3d9ex. Additionally, the option to disable D3D9Ex via Advanced Video Options was removed in Garry's Mod (since July 2025 update), aswell as all games on Team Fortress 2 branch due to it being non-functional.  (tested in: Half-Life 2)
Raw mouse input
Directly taking unchanged data from mouse drivers before it goes through operating system enhancements, meaning that mouse input will be exactly 1 to 1.
Steam Deck update
Gamepad UI (only in Half-Life 2 Portal Entropy : Zero 2)
Introduced in 2022, Gamepad UI is a modern controller-oriented UI designed for consoles and handhelds like Steam Deck. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI at the time (which, the higher the resolution, the text and UI will become smaller). VGUI (except on consoles Xbox 360/PlayStation 3), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using -gamepadui command line argument, or running the game when Steam Big Picture mode is active.
Before Half-Life 2 20th Anniversary Update and Portal May 2025 update, enabling Gamepad UI will also enable Vulkan renderer, but you can use -dx9 alongside the -gamepadui command to force Direct3D 9.
Vulkan renderer (only in Windows Linux)(only in Half-Life 2 Portal)(also in Left 4 Dead 2 Portal 2 engine branch CS:GO engine branch Strata Source Team Fortress 2 branch Xengine)
A low-overhead, cross-platform graphics API, successor to OpenGL.
First introduced in 2022 with the release of Steam Deck update for Half-Life 2 and Portal. Portal with RTX and Half-Life 2 RTX also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing -vulkan into the game's launch options.
HL2 20th Anniversary Update & 2025 engine update
Note.pngNote:These features are also available in Half-Life: Source Half-Life: Source (or mods running on Half-Life 2 base instead of SDK 2013) after Half-Life 2's 20th Anniversary update. It is also available in Portal Portal since May 20 and May 24, 2025 update.
VGUI High DPI support (also in Team Fortress 2 branch)
VGUI are now properly scalable on higher resolutions such as 4K (3840x2160).
Wikipedia icon Bicubic lightmap filtering (also in Team Fortress 2 branch)
Introduced in 2024, bicubic filtering is used on lightmaps when r_lightmap_bicubic is enabled, smoothing out aliasing caused by the lower resolution of lightmaps. It can be also enabled by setting the Shader detail to "Very High".
Radial fog (also in Team Fortress 2 branch, Mapbase, all games since Left 4 Dead engine branch)
Unlike planar-based fog, radial fog does not strengthen or weaken the apparent amount of fog in a particular spot when you rotate the camera.
You can either use radial fog or planar-based fog by changing env_fog_controller "Use Radial Fog (fogRadial)" KeyValues.
Note.pngNote:Half-Life: Source and Portal did not use radial fog by default, and Half-Life 2 only uses it for certain maps, but you can force it on using the r_radialfog_force (set to 1) console command.
Continue music playback after loading levels
Introduced in HL2's November 26, 2024 Update, music will continue to play after the next level is loaded, instead of stopping completely like in previous versions. Can be toggled using save_transition_music console command.
Team Fortress 2 branch

Team Fortress 2 branch has its own page.

Removed features

Patching levels with lump files (only in Source 2013 Multiplayer Team Fortress 2 branch)
Patching levels using lump files (to change the map entities without recompiling the map) is no longer possible in MP branch, and possibly Team Fortress 2 branch[confirm].
Built-in VR headset support (SteamVR, Oculus VR, etc...) (only in Half-Life 2)
The option to enable VR headset support in Video Options, originally introduced with the release of Source 2013, was removed in later updates of Half-Life 2 (since 2022 Steam Deck update). Instead, player can install mods such as Half-Life 2 VR Mod to play in VR.

Known issues / Report bugs

To report bugs or find existing issues on this engine branch, see Source games GitHub and Source SDK 2013 GitHub issues page in order to prevent duplicate or outdated bug reports at the wiki.

Availability

Source code

Source code (game, tools) for Source 2013 Singleplayer, Multiplayer and TF2 branch is available on GitHub:

Full source code (such as Hammer and the rest of Source engine), are not publicly available, but it was leaked publicly in 2020.

Icon-Important.pngImportant:Source code for Source SDK 2013 MP has been updated on GitHub, now based on TF2 branch. However the Source 2013 SP SDK provided on Steam (binaries) and GitHub (code), which are last updated in September 2015, currently does not include new changes from Half-Life 2 20th anniversary yet.

Usage

Source 2013 Singleplayer

Valve

Note.pngNote:All Valve games except Source SDK Base 2013 - Singleplayer now runs on updated version of Source 2013 Singleplayer which have features from Half-Life 2 20th Anniversary Update.

Third-Party

With Mapbase Mapbase

Source 2013 Multiplayer

All first-party games and Source SDK Base 2013 MP have been upgraded to the Team Fortress 2 branch.

If you want to use legacy version of Source SDK Base 2013 - Multiplayer, to play older mods (or use tools) built prior to Team Fortress 2 branch, follow the instructions:

1. Open Steam, go to Source SDK 2013 Multiplayer, right click Properties
2. A window will open. Go to "Betas", select previous2021 beta branch.
3. Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools.

Third-party

With Mapbase Mapbase

Note.pngNote:Mapbase MP is currently not yet supported nor available on ModDB/GitHub Releases (code for MP is available however), but TF2 Classic, an Source 2013 MP game, uses Mapbase code (likely both SP and MP version).

Third-party Source 2013 branches

The following games use neither Source 2013 Singleplayer nor Source 2013 Multiplayer, but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as LZMA-compressed BSPs or lightmapped MDLs.

System Requirements

These system requirements applies to Source SDK 2013 (and some Source 2013 game) only. Some other games may have their own system requirements.

Windows Windows
Minimum
Operating system (OS) XP or later (SP - pre-Steam Deck update, MP - all versions)
Vista, 7 or later (SP - post-Steam Deck update)
Processor (CPU) 1.7 GHz and/or Dual-core
System memory (RAM) 1 GB (XP)
2 GB (Vista and later)
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (GPU) NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB VRAM)
Direct3D 9.0 compatible video card (with atleast DirectX 8.0 compatibility level or higher)
Note.pngNote:To play on XP and Vista, run the game without Steam by directly launching the hl2.exe executable. The latest version of Steam requires Windows 10, but the last version of Steam for Windows 7/8/8.1 still support running many Source 2013 games. Some games may requires -game <gamename> command line.
macOS macOS (OS X)
Minimum
Operating system (OS) OS X 10.5.8, 10.6.3 (up to 10.14.6)
Processor (CPU) 2.0 GHz and/or Dual-core
System memory (RAM) 1 GB
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (GPU) NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
OpenGL 2.1 compatible
Sound (audio device) OpenAL compatible
Note.pngNote:By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by following this guide.

Alternatively, with Steam Proton or Wine, you can play the the Windows version of the game on Mac.

Linux Linux
Minimum
Operating system (OS) Ubuntu 12.04, SteamOS 1.0 or later
Other Linux distros supported.
Processor (CPU) 2.0 GHz and/or Dual-core
System memory (RAM) 1 GB
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (GPU) NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
OpenGL 2.1 compatible
Note.pngNote:The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.

See also

References

References
2. CS:S Windows client - Manifests CS:S Windows client - ManifestsHL2:DM Windows client - Manifests HL2:DM Windows client - Manifests
Note.pngNote:The earlist build available on manifests (for Source 2013 Multiplayer games) are dated March 15, 2013. Half-Life 2: Deathmatch first SteamPipe build was compiled on Mar 13 2013 (using version console command).
.
3. Half-Life 2 Windows client - Manifests Half-Life 2 Windows client - ManifestsPortal Windows client - Manifests Portal Windows client - Manifests
Note.pngNote:The earlist build available on manifests (for Source 2013 Singleplayer games) are dated May 2, 2013 (Portal), and May 9, 2013 (Half-Life 2). Half-Life 2 first SteamPipe build was compiled on May 7 2013 (using version console command).
.
4. The earliest changelog to mention D3D9Ex (Windows Aero DirectX Extensions) was in Dec 15, 2011. This change applies to all Source MP games. Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released.
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always be enabled, regardless of setting. Disabling this can improve compatibility with third-party programs and overlays, but may also affect performance.
. Retrieved on July 20, 2025.